Atlis Concept and Update Thread
Atlis Concept and Update Thread
A Cutthroat Fantasy Sandbox MMORPG
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Atlis is a grounded, war-torn fantasy MMORPG set after a devastating magical event known as The Fracture. You play as a Seeker, a rare type of person able to interact with lingering magical anomalies called Echoes โ fractured shards of reality from the war.
But this isnโt a hand-holding themepark MMO. Atlis is dangerous, brutal, and player-driven. There are few rules, fewer safeties, and real consequences.
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This game is being developed entirely from scratch in vanilla Java, with zero engines or external libraries. Every pixel, every packet, every system โ hand-coded for maximum control and performance.
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โข The Concord โ bring back order
โข The Forgebound โ reshape the world
โข The Hollow Flame โ burn it all down
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Begin your journey in the Vale of Aros, a fractured valley where Seeker powers first awaken.
Key locations:
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Combat Skills: Assault, Strength, Defense, Sorcery, Hitpoints
Non-Combat Skills: Forestry, Blacksmithing, Fishing, Farming, Crafting, Hunting, Cooking, Construction
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Next Up:
โข NPC behaviors and interactions
โข Proper multiplayer animation
โข Basic inventory / banking
โข Minimap
โข Elaboration of chat system, World | Alliance | Proximity | Private
โข Live hosting so people can log in and check on progress
โข More extensive interface handling
โข PVP & PVM combat integrations
โข Basic quest support
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Atlis is not just a game. Itโs a world being reforged from the ruins of a magical collapse โ where every player shapes the outcome.
Re: Atlis Concept and Update Thread
1. Multiplayer Support
- Server maintains all connected players
- Broadcast movement + appearance updates
- Proximity-based updates (region or tile range)
- Proximity or global chat
- Optional command-based messaging: /say, /shout, /pm
- Chat interface on client (bottom pane or overlay)
- Server holds item data
- Client GUI to display backpack/equipment slots
- Item drag/drop, equip, use logic
- Display nearby terrain
- Show player + nearby players/NPCs
- Click-to-path or compass marker support later
5. NPC Support
- Server-controlled NPCs with:
- โ Movement
- โ Idle/walk states
- โ Basic pathing (A* reuse)
- โ Aggro or interact logic
- Client attack input โ server validation
- Damage, HP sync, cooldowns
- Simple hitbox โ later animation/effect sync
- Bitmask update system (APPEARANCE, ANIMATION, HEALTH, etc.)
- Optimize bandwidth (send only what changed)
- Applies to both players + NPCs
8. Skills and Experience
- Skill progression system (e.g., combat, gathering)
- XP, level thresholds
- Server tracks all stats, client renders bars
- NPCs drop items โ visible + lootable
- Ground items disappear after time or pickup
- Rarity/color-coded?
- Woodcutting, mining, fishing, etc.
- Interactive objects in world
- Server confirms action, rewards items
11. Guilds and Friends
- Player groups with stored data
- Shared chat, tags, invite/kick logic
- Request-based trading between players
- Trade interface + item validation
- Quest tracking system
- Interactable NPC dialogue trees
- Server-side objectives (kill X, collect Y)
- Faster movement system
- Optional speed/slot constraints
- PvP zone control
- Boss events or invasions
- Timed spawns, global announcements
Re: Atlis Concept and Update Thread
Recently added or fixed features:
Skills implementation, still dodgy and basic
Interface support
Interfaces are managed by the server remotely
inventory system
basic minimap interface
Skills implementation, still dodgy and basic
Interface support
Interfaces are managed by the server remotely
inventory system
basic minimap interface
Re: Atlis Concept and Update Thread
โI took a 6 month break and when work slowed down around new years I started back in again. What iv accomplished in the past couple months:
Recent Development Progress (Last Few Weeks)
Over the past couple weeks, Atlis has made massive progress and is now rapidly evolving into a fully playable sandbox MMORPG with dynamic systems and real gameplay depth.
Major Features Completed
Fully functional LPC-based character customization, allowing complete appearance editing using layered character sprites.
Full NPC creation system, including randomized LPC NPC generation.
Working LPC animations, including support for tools, weapons, and equipment visuals.
Fully functional inventory system, including ground items, object interaction, and pickup/drop mechanics.
Complete skill progression system, including XP gain and automatic level calculation.
Fully implemented currency system, including a permanent coin sack and item-based economy support.
Fully working chat system, supporting public, private, clan, and world channels, including ranks and permissions.
Fully working clan system, with ranks, settings, and clan-based player organization.
Fully implemented dialogue system, allowing NPC interaction and quest-style conversations.
A revamped and flexible dynamic interface toolkit, making UI creation faster and fully modular.
Fully working hotbar and action bar system for combat and interaction-based gameplay.
Improved login experience, including a loading bar and smoother entry into the game world.
Major improvements to movement and performance, including fixing multiple CPU/memory leaks that were affecting gameplay smoothness.
Added a full pause menu, including logout and game setting controls.
Added full minimap and world map systems, including zoom support.
Procedural World Generation Breakthrough
Fully automated terrain generation, including proper terrain blending and clean edge transitions.
Fully automated region streaming, allowing nearby regions to load smoothly as the player approaches borders (no screen tearing or hard transitions).
Fully automated town generation, including road/path generation and building placement.
Randomized NPC spawning, with NPCs being logically tied to towns and bound to specific houses for realistic behavior and structure.
Latest update: Full npc house bound generation, random appearances with names, dialogues and coming soon quest generation!







Recent Development Progress (Last Few Weeks)
Over the past couple weeks, Atlis has made massive progress and is now rapidly evolving into a fully playable sandbox MMORPG with dynamic systems and real gameplay depth.
Major Features Completed
Fully functional LPC-based character customization, allowing complete appearance editing using layered character sprites.
Full NPC creation system, including randomized LPC NPC generation.
Working LPC animations, including support for tools, weapons, and equipment visuals.
Fully functional inventory system, including ground items, object interaction, and pickup/drop mechanics.
Complete skill progression system, including XP gain and automatic level calculation.
Fully implemented currency system, including a permanent coin sack and item-based economy support.
Fully working chat system, supporting public, private, clan, and world channels, including ranks and permissions.
Fully working clan system, with ranks, settings, and clan-based player organization.
Fully implemented dialogue system, allowing NPC interaction and quest-style conversations.
A revamped and flexible dynamic interface toolkit, making UI creation faster and fully modular.
Fully working hotbar and action bar system for combat and interaction-based gameplay.
Improved login experience, including a loading bar and smoother entry into the game world.
Major improvements to movement and performance, including fixing multiple CPU/memory leaks that were affecting gameplay smoothness.
Added a full pause menu, including logout and game setting controls.
Added full minimap and world map systems, including zoom support.
Procedural World Generation Breakthrough
Fully automated terrain generation, including proper terrain blending and clean edge transitions.
Fully automated region streaming, allowing nearby regions to load smoothly as the player approaches borders (no screen tearing or hard transitions).
Fully automated town generation, including road/path generation and building placement.
Randomized NPC spawning, with NPCs being logically tied to towns and bound to specific houses for realistic behavior and structure.
Latest update: Full npc house bound generation, random appearances with names, dialogues and coming soon quest generation!






